These images show the results of using the Open Shading Language (OSL) to write a variety of shaders for use with RenderMan for Maya.



Cross

Used in a Shading Network

OSL Code

cross.osl

Circle

Used in a Shading Network

OSL Code

circle.osl

Donut

Used in a Shading Network

OSL Code

donut.osl

Final Thoughts


I certainly do have a few thoughts and feelings about this assignment. Overall it was an incredibly informative process, and I learned a great deal more about RenderMan than I had originally thought I would. This is certainly due to the issues with my back faces turning out black repeatedly despite having double sided turned on in the attribute editor. After several restarts and a solid day of looking through the RenderMan documentation online I learned a whole lot about the PxrShader as well as a fair amount additional with the PxrLights whilst looking for a solution, which turned out to be pretty mundane. As it turns out, not only must double sided be enabled in the object's attribute editor, but must also be enabled on the surface shader itself! Additionally if you want the colors split you have to uncheck "same as diffuse" which certainly made me feel a little foolish as that was something we had covered in class, and a step I was fairly certain I followed, but clearly missed. I have certainly gotten a lot faster at assigning and re-assigning custom attributes and managing my hypershade to reduce redundancies and optimize the number of nodes being used at any given time. Save for my own self caused stress I thoroughly enjoyed the application and recontextualization of earlier content in the course to create these simple shaders.